Redmatch 2 Custom Map SDK
Download v1.1.1:
Delete the Redmatch 2 Custom Map SDK folder before importing the new version.
Changelog
1.1.1 (9/2/2023)
- Added Time Trials to custom maps.
- Upgrade Cabinets can now be parented.
1.1.0 (8/31/2023)
- You can now build and test a map without a thumbnail.
- Added a maximum size of 200mb to custom maps.
- You can now set spawnpoints for infected players.
- Triggers now show what their target is, making it easier to build TargetActivator setups.
- Added the PlayerDiedTrigger and PlayerGotKillTrigger.
- Added player trigger filtering to Activators.
- The editor will no longer let you test a map if you haven't built it yet.
- The editor now does workshop upload checks for the thumbnail and screenshots itself.
1.0.1 (8/30/2023)
- You can now create a new map using the Redmatch 2 > New Map option.
- Maps now require a PostProcessingVolume.
- Match setting overrides will no longer carry on to future maps.
- The editor now automatically installs the required packages.
- Fixed some errors with maps not loading in-game. IDK if all of them are fixed because some are hard to reproduce.
- Stay Triggers have frame independence now via a rolling timer.
- You can now unsubscribe or view the workshop page for custom maps in-game by right clicking the map button.
- You will no longer automatically subscribe to custom maps when loading a match with one. Instead the game will temporarily download it and delete it after. This prevents excessive file bloating over time.
- Replaced the Relative Force toggle with 4 options for a Relative Force Mode: World, Self, Target, and Orbital, which allow you to apply force based on different coordinate systems.
- Relative Force now respects the player's vertical look rotation.
- Local custom maps will now start at 60 minutes by default.
- Added hot-reloading. If the game is open and you build the map with F4, it will reload in-game.
- Press F6 inside Redmatch 2 while on a local custom map to reload it.
- Renamed the "Authority Requirement" setting to "Execute On" and changed "Anyone" to "Everyone" to try to make it less confusing.
- The editor now pings objects that have errors during an error check.
1.0.0 (8/25/2023)
- Created a new Demo Map to better showcase all the new features.
- IDs now automatically assign.
- The TriggerActivator has been separated into Triggers and Activators. You reference the Activators using Triggers. The Activator itself does not contain any networking logic. Think of it as a bridge between Triggers and actions taken on Syncer components.
- Added more actions including dealing damage to HealthSyncers and setting Animator parameters, which allows dynamic Animator logic.
- Added DamageableTrigger, EnterTrigger, ExitTrigger, StayTrigger, GameEndedTrigger, and RoundStartedTrigger.
- Added HealthSyncer, RigidbodySyncer, and GameObjectSyncer.
- Added FilledImageValueDisplay and TextValueDisplay.
- The scene will no longer reset the window layout if you try to build and get an error.
- Layers will now automatically be set up when you import the SDK.
- Added a "Ground" tool for spawnpoints which aligns them to the ground.
- Added sweet icons to all the components.
- Added the CameraFacingBillboard utility script.
- You can no longer teleport/spawn players at weird angles.
- Inactive Upgrade Cabinets will no longer spawn.
- Added consistency to error popups and console messages.
- When using Build and Test, the map will no longer launch if there are build errors.
- Added an error checking feature because wozzA wanted it.
- Added new shortcuts for Check For Errors (F3), Build Map (F4), and Build and Test Map (F5).
- Whitelisted additional components.
0.1.0 (8/17/2023)
- Added the TriggerActivator.
- Removed the DamageTrigger as the same functionality is now possible with the TriggerActivator.
- Fixed a bug where you couldn't have more than 1 Upgrade Cabinet.
- Added Text as a usable component.
- The Map folder now deletes itself before building to avoid unwanted contamination from misnaming.
- The editor now asks for confirmation to save your scene before building to prevent the loss of unsaved changes.